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Posted (edited)
1 hour ago, msmfoster said:

It happened again for 1_0512.

20260323005238_1.jpg


Then that menu is not called "WorkshopMenu" anymore, on your build, perhaps, but has a new, different name.

The conditions for that silly animation to be played by MSMA have always included: 

 !UI.IsMenuOpen("LooksMenu")          ;(which means LooksMenu is not open) 
 !UI.IsMenuOpen("WorkshopMenu")      ;(which means WorkshopMenu is not open) 

and ISMenuOpen has been in F4SE since version 6.0 
IsMenuOpen - UI - the Fallout4 CreationKit Wiki

Do you know what mod changes the name of your WorkshopMenu?

Edited by MSM_Alice
Posted
3 hours ago, MSM_Alice said:


Then that menu is not called "WorkshopMenu" anymore, on your build, perhaps, but has a new, different name.

The conditions for that silly animation to be played by MSMA have always included: 

 !UI.IsMenuOpen("LooksMenu")          ;(which means LooksMenu is not open) 
 !UI.IsMenuOpen("WorkshopMenu")      ;(which means WorkshopMenu is not open) 

and ISMenuOpen has been in F4SE since version 6.0 
IsMenuOpen - UI - the Fallout4 CreationKit Wiki

Do you know what mod changes the name of your WorkshopMenu?

It's always looked like this for me, even when I was building settlements in a purely vanilla way. Only thing I can think of is Workshop Framework. 

Posted
57 minutes ago, msmfoster said:

It's always looked like this for me, even when I was building settlements in a purely vanilla way. Only thing I can think of is Workshop Framework. 

Asking ChatGPT, apparently, there are quite a few mods that might rename that menu 



 

Mods That Can Change the Workshop Menu Name

1. UI‑Replacing Mods (SWF overrides)

These mods replace Workshop.swf or HUDMenu.swf, which can change the displayed menu title.

Common offenders:

  • DEF_UI / DEF_UI 2.0
  • FallUI – Workbench / FallUI – HUD
  • Immersive HUD (iHUD) (older versions)
  • Ultra UI Overhauls (various Nexus packs)

These mods don’t touch FormLists — they change the visual label in the SWF.

 

2. Workshop Overhaul Mods

These mods reorganize the workshop system and often rename the root menu.

Known mods:

  • Workshop Rearranged
    Often renames the menu to “Workshop Rearranged” or “Rearranged Workshop”.
  • Workshop Plus
    Sometimes changes the label to “Workshop+” or “Workshop Plus”.
  • Place Everywhere (rare, but some versions bundled UI edits)
  • OCDecorator (old versions)
    Included a modified workshop SWF in early releases.

 

3. Settlement Menu Managers / Keyword Mods

These mods can rename the root menu if they override WorkshopMenuMain.

Examples:

  • Settlement Keywords Expanded (SKE)
    Sometimes renamed the menu to “Settlement Menu” or “SKE Workshop”.
  • Settlement Menu Manager (SMM)
    Usually repairs menus, but some patches rename categories.

 

4. Mods Bundling Hidden UI Files

Some mods include UI files unintentionally, causing unexpected renames.

Typical culprits:

  • Large “all‑in‑one” settlement packs
  • Old versions of Homemaker
  • Old versions of Snappy HouseKit
  • Mods that include Interface/Workshop.swf by mistake

 

🔍 How to Identify Which Mod Renamed Yours

Here’s the fastest and most accurate method:

✔ Step 1 — Check the actual name in‑game

Look at the top-left label in workshop mode.
 

✔ Step 2 — Check for SWF overrides

Look in your Data/Interface/ folder for:

 

Workshop.swf

HUDMenu.swf

WorkshopMenu.swf

If any mod includes these, it can rename the menu.

 

✔ Step 3 — Check the FormList

Open FO4Edit → search for:

 

WorkshopMenuMain

If a mod overrides the FULL - Name field, that mod renamed it.

 

 

Posted

I am finding Marina's obsession with SM (she might even have the SM Fetish Perk) awesome, I really want to go get Strong and bring him to her and 'help' them become friends with lots of help of course.

 

Was testing out a bunch of new mods to play along with this - Tentacles - Walking Dongs, the New fork for Sexual Harassment (the less annoying version when its done), and open air design for settlements vs having any walls.

 

The downside, since I haven't left Sanctuary yet, and have been a bit of a slut testing out all these - have reached Bimbo 4 since I do not have the Dildos to help keep everything under control....I is kind of funny though so do not take this as a complaint or need to change anything.    Pretty sure was in Slut status for a few days straight and at one point told Marina my bodycount had come up by over a hundred since the last time we had talked.....I really love some of the reactions in those conversations and glad you are adding even more.    Would it be possible to add comments for sex with creatures or other non humans (tentacles, sea creatures, Yao-Gui etc)? Could even be generic as in non human or something like that.   Not sure if Ghouls are going to be in there but there is little chance that would not happen in a play through.

Posted (edited)
1 hour ago, Mimirue17 said:

I am finding Marina's obsession with SM (she might even have the SM Fetish Perk) awesome, I really want to go get Strong and bring him to her and 'help' them become friends with lots of help of course.

 

Was testing out a bunch of new mods to play along with this - Tentacles - Walking Dongs, the New fork for Sexual Harassment (the less annoying version when its done), and open air design for settlements vs having any walls.

 

The downside, since I haven't left Sanctuary yet, and have been a bit of a slut testing out all these - have reached Bimbo 4 since I do not have the Dildos to help keep everything under control....I is kind of funny though so do not take this as a complaint or need to change anything.    Pretty sure was in Slut status for a few days straight and at one point told Marina my bodycount had come up by over a hundred since the last time we had talked.....I really love some of the reactions in those conversations and glad you are adding even more.    Would it be possible to add comments for sex with creatures or other non humans (tentacles, sea creatures, Yao-Gui etc)? Could even be generic as in non human or something like that.   Not sure if Ghouls are going to be in there but there is little chance that would not happen in a play through.

Glad you found those convos. :D 
And yes, at some point I do want to build Marina's Strong Adventure quest. But it is not there yet.
I do have a lot more I want to add there.

I was not planning to have distinct events for separate species, but maybe at most one for creatures, but only if that "Acknowledge bestiality" toggle is on in the mcm. The focus in the mod is not bestiality, but humanoids. 

 

Edited by MSM_Alice
Posted
5 hours ago, MSM_Alice said:

Asking ChatGPT, apparently, there are quite a few mods that might rename that menu 



 

Mods That Can Change the Workshop Menu Name

1. UI‑Replacing Mods (SWF overrides)

These mods replace Workshop.swf or HUDMenu.swf, which can change the displayed menu title.

Common offenders:

  • DEF_UI / DEF_UI 2.0
  • FallUI – Workbench / FallUI – HUD
  • Immersive HUD (iHUD) (older versions)
  • Ultra UI Overhauls (various Nexus packs)

These mods don’t touch FormLists — they change the visual label in the SWF.

 

2. Workshop Overhaul Mods

These mods reorganize the workshop system and often rename the root menu.

Known mods:

  • Workshop Rearranged
    Often renames the menu to “Workshop Rearranged” or “Rearranged Workshop”.
  • Workshop Plus
    Sometimes changes the label to “Workshop+” or “Workshop Plus”.
  • Place Everywhere (rare, but some versions bundled UI edits)
  • OCDecorator (old versions)
    Included a modified workshop SWF in early releases.

 

3. Settlement Menu Managers / Keyword Mods

These mods can rename the root menu if they override WorkshopMenuMain.

Examples:

  • Settlement Keywords Expanded (SKE)
    Sometimes renamed the menu to “Settlement Menu” or “SKE Workshop”.
  • Settlement Menu Manager (SMM)
    Usually repairs menus, but some patches rename categories.

 

4. Mods Bundling Hidden UI Files

Some mods include UI files unintentionally, causing unexpected renames.

Typical culprits:

  • Large “all‑in‑one” settlement packs
  • Old versions of Homemaker
  • Old versions of Snappy HouseKit
  • Mods that include Interface/Workshop.swf by mistake

 

🔍 How to Identify Which Mod Renamed Yours

Here’s the fastest and most accurate method:

✔ Step 1 — Check the actual name in‑game

Look at the top-left label in workshop mode.
 

✔ Step 2 — Check for SWF overrides

Look in your Data/Interface/ folder for:

 

Workshop.swf

HUDMenu.swf

WorkshopMenu.swf

If any mod includes these, it can rename the menu.

 

✔ Step 3 — Check the FormList

Open FO4Edit → search for:

 

WorkshopMenuMain

If a mod overrides the FULL - Name field, that mod renamed it.

 

 

 

Not really sure what your asking. I have a Place Everywhere and Def UI. I also have Homemaker.

 

Why am I checking for renaming?

Posted (edited)
1 hour ago, msmfoster said:

Not really sure what your asking. I have a Place Everywhere and Def UI. I also have Homemaker.

 

Why am I checking for renaming?

 

Because knowing the name of the menu and running ISMenuOpen (Menuname) is how I prevent things from happening while it is open.


If the name is non-standard, I  need to know the name of the workshop menu on your machine,  to be able to prevent the silly anims from firing while it is open. 


 

By default, I am using the Vanilla Workshop Menu name, which is WorkshopMenu, and that works for most people.
One of your mods is likely changing that for you,  on your loadout.
Yours has a different name, and I don't know what it is.

I need to know what it is to check for it being open.

 

Will also look around for alternate detection methods that do not require knowing the name of the menu.

Edited by MSM_Alice
Posted (edited)

New test version.

1.0520. Upgrades from recent versions should be fine.

  • - Added new convos related to events that the player narrates to Marina from "adventures", related to max shaft size encountered by the player so far (non-repetitive, only happens once when a larger size than the previous one has been met, up to a total of 4 times). Size Class 2, 3, 4, and 5. If meeting a larger one directly, the smaller ones are skipped.
  • - Changed how we check for the Workshop menu being open, now it is based on menu open and menu closed events, and a global variable that holds the status and not on UI.IsMenuOpen("WorkshopMenu") function call.  
  • - Resets Marina's flag "unavailability" for generic social comments that the other NPCs use, every time she gets reset. Ideally, it should help with the issue flagged by some of her not having an audible voice for her lines sometimes,  if the cause was internal (a voicetype override). If the cause was external, then I don't know what to say other than I never get it to happen on my machine. Try a quick-save, quick load. @agent_hermit





@msmfoster if you want to check the new system, here and if it works for you, after you install this version, when you are in the Workshop menu type

help MSMA_status_ISPlayerInWorkShopMenu

.. in the Console.
You should see that the variable has a value of 1 when in the Workshop menu, and 0 when you are not in the Workshop menu. 
Silly bimbo anims firing should be conditioned on that variable now, instead of on a  UI.IsMenuOpen("WorkshopMenu") function call.  

Downloa dhere: https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/137/#findComment-7266400

 

Edited by MSM_Alice
Posted (edited)

There was a request on Discord that I found interesting and fun.

BimboAgent skill, "I am here for you" (second on the Bimbo  Agent track) now not only doubles infiltration time, but applies the beauty routine with Kung Fu speed and precision.  Beauty-Fu if you will.


It only takes one-third the time (or less)  and can also be done during combat. Uses up two napkins, though, as you arguably do things in parallel with both hands. 


Download here: https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/137/#findComment-7266400

 

Edited by MSM_Alice
Posted
11 hours ago, MSM_Alice said:

@msmfoster if you want to check the new system, here and if it works for you, after you install this version, when you are in the Workshop menu type

help MSMA_status_ISPlayerInWorkShopMenu

.. in the Console.
You should see that the variable has a value of 1 when in the Workshop menu, and 0 when you are not in the Workshop menu. 
Silly bimbo anims firing should be conditioned on that variable now, instead of on a  UI.IsMenuOpen("WorkshopMenu") function call.  

MSMA_Act1_[In_Dev_StoryMode]_1_0520.zip 250.91 MB · 1 download

You are correct. Screenshot with the console, shows it before and after going into Workshop Mode. This was on 1_0522.

 

Of note, I mostly got giggling, ever so often it would pop out. When I'm making a new settlement, I spend a LOT of time in Workshop mode. So much so that she's now just promiscuous.

20260324161635_1.jpg

Posted (edited)
1 hour ago, msmfoster said:

You are correct. Screenshot with the console, shows it before and after going into Workshop Mode. This was on 1_0522.

 

Of note, I mostly got giggling, ever so often it would pop out. When I'm making a new settlement, I spend a LOT of time in Workshop mode. So much so that she's now just promiscuous.

20260324161635_1.jpg



So it is confirmed good to go now?
Do you get any problematic animation and camera interjections while you are in workshop mode anymore? (there should only be the giggling sound,m without the actual animation starting) 

Seems that UI.ISMenuOpen function would mostly work ( in most cases), but could sometimes misfire.
This new event-based approach to monitoring menu statuses shouldn't ever misfire. 

Edited by MSM_Alice
Posted
5 hours ago, MSM_Alice said:



So it is confirmed good to go now?
Do you get any problematic animation and camera interjections while you are in workshop mode anymore? (there should only be the giggling sound,m without the actual animation starting) 

Seems that UI.ISMenuOpen function would mostly work ( in most cases), but could sometimes misfire.
This new event-based approach to monitoring menu statuses shouldn't ever misfire. 

I'll do more testing, however I was in Workshop Mode for a couple of hours on and off and never had a trigger. To be fair, it was never that common to begin with.

 

Another warp to raider central in Cambridge. Certainly notice early on that it went bad. 

 

The willpower or take the craving thing? Few thoughts.

  • Should only trigger if someone is there to actually satisfy it. Willpower to get away from offering free sex.
  • Related to above, if you are alone or surrounded by women (e.g. Spectacle Island), then you can crave all you want but it clearly can't happen. I can't see why it would trigger a willpower drain other than whatever the craving drains anyways.
  • Should not trigger in workshop or workbench mode. The latter is more important, because you tend to press enter a lot and may never even realize what you were looking for.

Still, great progress! I was able to solicit and take a Vulgar Visitor back and forth without concern.

Posted (edited)
2 hours ago, msmfoster said:

 

  • Should only trigger if someone is there to actually satisfy it. Willpower to get away from offering free sex.
  • Related to above, if you are alone or surrounded by women (e.g. Spectacle Island), then you can crave all you want but it clearly can't happen. I can't see why it would trigger a willpower drain other than whatever the craving drains anyways.
  •  

Why would you want to resist loss of control if no one is there to make that loss of control problematic? Just let it happen.

The solution to both of these is already in:  select that first option, not the second, in the pop-up if you have the pop-up on.
Or set it directly in the mcm, if you want fewer popups.
imago.thumb.jpg.1d34ddee42281531d8a5b70f680d123b.jpg
That means precisely you do not use willpower to repress it, and no additional willpower is consumed as a consequence. :) 


Maybe architecturally, what youare suggesting here is that I should not try to prevent the event of   "craving from going in out of control mode"  (like I do now) but rather allow it to go in out of control mode,  and trigger the repress episode for each proximity with another NPC after that instead? 

 

Quote
  • Should not trigger in workshop or workbench mode. The latter is more important, because you tend to press enter a lot and may never even realize what you were looking for.

 

Loss of control should behave as you set in MCM.
You have MCM settings for that. you have individual settings for Workshop and Workbench and the Looksmenu, where you decide if it triggers or not.

imagoo2.thumb.jpg.37499aa315b34416f59a5b3bfaa3a098.jpg

 

 

I guess I could alsodo periodic scans of nearby NPC but.. that is an additional load. 



 

Loss of control via craving has several stages, architecturally,  before it can trigger the dialogue that leads to an AAF scene.

1 - The craving is getting installed. 
2 - The installed craving is getting active.   (starts being listed as active in the craving reports and in the general stats window) 
3-  The active craving gets ignored for so long that it gets to the "loss of control" state.  (signaled via voice over from the player, also in the UI reports) 
4 - Meeting an NPC who can satisfy the loss of control.


The first setting above, with the pop-up (when can "loss of control" be resisted  ),  currently refers to point 3 in the flow above.
The latter three settings that refer to workshop mode, Looksmenu mode, and  Crafting stations refer to point 4 in the flow above. 

So if  I understand correctly, you want the resist via willpower event to also happen " downstream"  at point 4 when you meet the NPC,   and not "upstream" at point 3 in the flow.

Edited by MSM_Alice
Posted (edited)

Did some more thinking, and I think this is a more encompassing solution:

I added a MCM toggle that prevents any cravings evolution (not just loss of control but any time-based craving evolution, even way  before the loss of control stage) from occurring in Workshop Menu, Crafting Menu, or Looks Menu.
Default on.
@msmfoster

imagooo3.thumb.jpg.01fd7cd21b9d9918fba3c5df09623f20.jpg

 

And for extra safety, I disabled other events, such as bimbo level up, or deeper conversations with QOH, from starting when those three menus were open. 



Also, changed a bit the rules of the new agent-specific "Kung-Fu" quick beauty routine.
The "Kung-Fu" beauty routine only kicks in 

- If the proper Agent Skill is unlocked
and 

- If Sneaking OR If in combat. 


Otherwise, the normal "slow"  routine (that uses up only one napkin)  is used.
Notifications also make it clear now when the beauty routine is not started,  if the non start was because of a detected running dialogue scene.

 

MSMA_Act1_[In_Dev_StoryMode]_1_0524.zip

Edited by MSM_Alice
Posted (edited)

I think after I add a few more "adventures/stories to be told" events at Marina, that the player can update her on, might be close to having enough dialogues to turn off Point gifting for subclasses every 24 hours, and to have those points be earned in a more immersive way, by dialogue choices.

There are convo points for that in the initial talks with Marina, talks with Preston in the museum, will insert some more during sactuary build-up when one talks with Sturges and Wedge,  there are some during unlocking of the four dildos, and, last but not least, the repeated adventure dialogues at Marina, on the "Terrace", should make sure there are always ways to drop more points into Bimbo subclasses, so perhaps the popup-based gifting can soon be off by default.  

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:

Why would you want to resist loss of control if no one is there to make that loss of control problematic? Just let it happen.

The solution to both of these is already in:  select that first option, not the second, in the pop-up if you have the pop-up on.
Or set it directly in the mcm, if you want fewer popups.
imago.thumb.jpg.1d34ddee42281531d8a5b70f680d123b.jpg
That means precisely you do not use willpower to repress it, and no additional willpower is consumed as a consequence. :) 


Maybe architecturally, what youare suggesting here is that I should not try to prevent the event of   "craving from going in out of control mode"  (like I do now) but rather allow it to go in out of control mode,  and trigger the repress episode for each proximity with another NPC after that instead? 

 

Loss of control should behave as you set in MCM.
You have MCM settings for that. you have individual settings for Workshop and Workbench and the Looksmenu, where you decide if it triggers or not.

imagoo2.thumb.jpg.37499aa315b34416f59a5b3bfaa3a098.jpg

 

 

I guess I could alsodo periodic scans of nearby NPC but.. that is an additional load. 



 

Loss of control via craving has several stages, architecturally,  before it can trigger the dialogue that leads to an AAF scene.

1 - The craving is getting installed. 
2 - The installed craving is getting active.   (starts being listed as active in the craving reports and in the general stats window) 
3-  The active craving gets ignored for so long that it gets to the "loss of control" state.  (signaled via voice over from the player, also in the UI reports) 
4 - Meeting an NPC who can satisfy the loss of control.


The first setting above, with the pop-up (when can "loss of control" be resisted  ),  currently refers to point 3 in the flow above.
The latter three settings that refer to workshop mode, Looksmenu mode, and  Crafting stations refer to point 4 in the flow above. 

So if  I understand correctly, you want the resist via willpower event to also happen " downstream"  at point 4 when you meet the NPC,   and not "upstream" at point 3 in the flow.

You don't necessarily need to scan for NPCs and make the code more complex. I think you can leverage what you already have. 

 

When you approach a NPC and the ... ... dialogue kicks in you can bring up the prompt with options:

• Let it happen. Free sex. 

• Let it happen. Max perversion sex like gangbang. 

• Resist. Solicit instead. Low willpower cost.

• Resist entirely. High willpower loss.

 

However it may be more fun to lean into your Sex Combat gameplay. When the dialogue appears do the Sex Combat challenge sound.

 

+ Resist with high willpower loss. 

- Solicit instead. Low willpower. 

 

You do nothing you give in. So pay attention 

 

Posted
35 minutes ago, msmfoster said:

You don't necessarily need to scan for NPCs and make the code more complex. I think you can leverage what you already have. 

 

When you approach a NPC and the ... ... dialogue kicks in you can bring up the prompt with options:

• Let it happen. Free sex. 

• Let it happen. Max perversion sex like gangbang. 

• Resist. Solicit instead. Low willpower cost.

• Resist entirely. High willpower loss.

 

However it may be more fun to lean into your Sex Combat gameplay. When the dialogue appears do the Sex Combat challenge sound.

 

+ Resist with high willpower loss. 

- Solicit instead. Low willpower. 

 

You do nothing you give in. So pay attention 

 

Things have already happened: here is the post with the download. https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/137/#findComment-7266400

 

Posted (edited)

 

Main page: Updated the Prelude-StableRelease version from back in 2025 with the current, most up-to-date 1.0524 version, which has seen a fair bit of testing and should be, in theory, good to go. - If you are already on v 1.0524, you don't need to update. 1.0524 in dev is the same as the stable release 2026_1.

  • Changed the naming convention a bit on the zip files in the download section, for clarity on what needs to be downloaded and what is optional.
  • Moved the high-res loading screen illustrations to a separate optional package to keep the main mod package smaller.  The default ones present in the mod are now 512 pixels high; the ones in the high-res are 1024 pixels high.


    Let me know if you encounter any breaking bugs while on 1.0524/ Stable Version. 
    I want to have the stable version as clean as possible, before I jump in and make some bigger changes on the in-development version, like removing gifted points and going to a dialogue-only system for bimbo subclass points.
Edited by MSM_Alice
Posted
3 hours ago, MSM_Alice said:

 

Main page: Updated the Prelude-StableRelease version from back in 2025 with the current, most up-to-date 1.0524 version, which has seen a fair bit of testing and should be, in theory, good to go. - If you are already on v 1.0524, you don't need to update. 1.0524 in dev is the same as the stable release 2026_1.

  • Changed the naming convention a bit on the zip files in the download section, for clarity on what needs to be downloaded and what is optional.
  • Moved the high-res loading screen illustrations to a separate optional package to keep the main mod package smaller.  The default ones present in the mod are now 512 pixels high; the ones in the high-res are 1024 pixels high.


    Let me know if you encounter any breaking bugs while on 1.0524/ Stable Version. 
    I want to have the stable version as clean as possible, before I jump in and make some bigger changes on the in-development version, like removing gifted points and going to a dialogue-only system for bimbo subclass points.

Nice. I have a question though, there was two patches in download page MSMA_Prelude_FPA_v280 and the Violate patch, they aren't there anymore, does this mean they are included in the main file and I can remove them from MO2?

Posted (edited)
26 minutes ago, Chubrikone said:

Nice. I have a question though, there was two patches in download page MSMA_Prelude_FPA_v280 and the Violate patch, they aren't there anymore, does this mean they are included in the main file and I can remove them from MO2?


They were never in the download section or included in the mod; they are optional separate patches for two 3rd-party mods, and they are not included in the main MSMA mod download.

They are still mentioned and linked in the mod description; the links from the description take you to specific thread posts where you can download them from.   If you have them and you like them, no need to remove; they work just as they did before, nothing changed there. 

Edited by MSM_Alice
Posted (edited)
23 minutes ago, Chubrikone said:

Nice. I have a question though, there was two patches in download page MSMA_Prelude_FPA_v280 and the Violate patch, they aren't there anymore, does this mean they are included in the main file and I can remove them from MO2?

Specifically, were you talking about these? 
Nothing has changed about them.
 

Quote
  • Here are some very optional edits to two of the Sex Attributes framework scripts, to use with MSMA.

 

  • If and only if you are using an unaltered AAF Violate 1.61: My script tweak for Violate 1.61 to allow for mixed race humanoid gangbang with any/all vanilla humanoid compatible races. All and any Synths, Humans, Ghouls(non-feral) can all be part of the same multi-actor animation in Violate now. Allows for things like Kellog and his two synths in the Fort Hagen command room ganging up on the player after defeating the player in regular combat (but the joke is on them as then the player sex-fights all three of them to death).  It should only be used on that specific version of Violate, not others.
    There is also this patch https://www.loverslab.com/topic/105378-aaf-violate/page/269/#findComment-7130358 that does similar things but adds even more combinations (naturally do not use it together with my human-centric script tweak, but instead of it).
    Unclear if it is okay to use any of those with other mods/changes to the normal AAF Violate 1.61, like AAF Violate Patch - Custom Races & More Victims .

 

Edited by MSM_Alice
Posted
15 minutes ago, MSM_Alice said:

Specifically, were you talking about these? 
Nothing has changed about them.
 

 

Yes sorry, I got mixed up

 

Posted

Is it possible to make sure that Bimbopoints are spent when updating clothes through the workbench?

Otherwise, everything turns out to be too easy and I do not know what to spend Bimbopoints on.

Posted (edited)
10 minutes ago, Nea_Bessy said:

Is it possible to make sure that Bimbopoints are spent when updating clothes through the workbench?

Otherwise, everything turns out to be too easy and I do not know what to spend Bimbopoints on.

Bimbopoints are spent (4 BP) when you buy the bimbo mod from Marina.
Do you want an additional cost aside from those 4 bp, every time one would mount such a mod in an armor?

You can always use them as alternate AP fuel for tough sexfights if you run out of ideas  (and never seem to need more like for the synthetic fluids cans or whatnot).
Aside from those three use-cases ( AP fuel,    buying bimbo mods, or    Synthetic fluid can for craving repression) , normally, bimbo points are also used for

- getting piercings
- getting clothing and shoes
- getting accessories
- bodypart size increases/decreases
- rejuvenation interventions
- lowering Sex fame with face changes 
- changing the class of hairdo or make-up.
- depraved tattoo removal 
- nice tattoos

I guess I could also have them be a more direct way to repress out-of-control cravings when in a tough spot, not just willpower and CVT? 
(not just indirectly via using them to buy the can of synthetic juices and deal with cravings that way) 

Edited by MSM_Alice

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